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The Science Ship Build Thread

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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited June 2016
    lordsteve1 wrote: »
    So I'm playing with the idea of buying that extra starship trait slot, it's a lot of money but well worth it as traits really add a lot of power to a build now.

    But to all sciency guys and gals out there, what are your top 5 starship traits for science builds? I gave a vague idea of those for DPS builds but science ship builds can be so variable there's bound to be a variety of options.

    Currently I'd list the following from my availible traits:

    All Hands on Deck
    Reciprocity
    Ablative Field Projector
    Emitter Synergy
    Improved Command Frequency


    All Hands on Deck
    Greedy Emitters
    Improved Feedback Pulse
    Invincible (For those times im in a pug run with 4 guys cumulatively under 10k dps..

    5th Trait is variable - Unstable Anomalies,Energy Web, Viral Warhead, Point Defense Protocols, Improved Pedal to the Metal,Desperate Repairs, and Subwarp Sheath all rotate through that spot..For me..Usually its subjective.

    Id love to have Emergency Weapon Cycle..but I dont feel like buying that ship..

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    e30erneste30ernest Member Posts: 1,794 Arc User
    I fly torps so Checkmate has been good. A great free one would be Unconventional Tactics.
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    e30erneste30ernest Member Posts: 1,794 Arc User
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    Thanks for the link. That should explain things well but I'm just left utterly confused by it all! Maths was never my strong point and I don't really like having to dig through it all just to work out how to get the most out of the game, but hey-ho :p .

    My main area of interest is whether it's really worth going over 250 in EPG, or in fact in any science skill, or if you're better off cutting off at that point boost other areas.
    I mean I've currently got 501 EPG, 200 Ctrl and 218 Drain. So would it make more sense to level those off (say 300 each), or stick with it? My main focus is on exotic damage but I do throw out tyken's rifts and use energy siphon as well.
    Obviously that 501 EPG score boosts my damage from affected abilities and weapons (PEP for example) but am i gimping other science trickery at the expense of a small damage boost?
    SulMatuul.png
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    autumnturningautumnturning Member Posts: 743 Arc User
    It's not that having 251+ EPG is a "waste" (per se), since you're still increasing the basic/raw damage (as in [DMG]) of your Exotic sources. The only thing that's "capped" here is the bonus you're getting out of the R&D Trait, which is only modifying your [CrtH] and [CrtD] for Exotic Damage. You aren't getting AS MUCH out of EPG after 250 ... but you're not getting "nothing" either.
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    legendarylycan#5411 legendarylycan Member Posts: 37,282 Arc User
    you still get severity from particle manipulator after 250 EPG, it's just the chance that's capped​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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    autumnturningautumnturning Member Posts: 743 Arc User
    Right. The [CrtH] gain caps at 250 EPG, but the [CrtD] gain does not cap.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    Then again, there's a trade-off between more EPG and even bigger damage boosts like CrtD or other weapons boosts.

    Personally I've found my sweet spot to be in the 350 EPG range (flying with 363 at the moment). After that I find myself losing damage because I have to let go of either CrtH/CrtD consoles or other damage boosting consoles to get more EPG.
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    vosorosvosoros Member Posts: 343 Arc User
    edited June 2016
    U.S.S. Pioneer
    Fleet T6 Long Range Science Vessel

    The Pioneer is designed as an anti-shield tank science vessel capable of facing overwhelming odds both on its own and with the support of others…

    Hull: 62,766
    Shields: 29,322
    Resistances: 47.5%

    Crit Chance: 9.9% increasing to 24.9% with enhanced rending shots
    Crit Severity: 73% increasing to 93% with bob and weave


    Power Levels: Weapons 104/80, Shields 103/85, Engines 47/20 and Auxiliary 70/15


    Bridge Officer Stations

    Commander Science: Tachyon beam I, tractor beam II (with shield drain), scramble sensors II and gravity well III

    Lt Commander Science: Hazard emitters I, Science Team II and feedback pulse II

    Lieutenant Tactical: Torpedo: high yield I and beam array: overload II

    Lieutenant Engineering: Engineering team I and auxiliary power to the structural integrity field I

    Lieutenant Universal (Science): Transfer shield strength I and polarize hull II


    Pioneer’s Equipment

    Fore Weapons: 2 Advanced fleet tetryon beam arrays mk XIV [Ac/Dm] [CrtH] [Dmg]x3
    Neutronic torpedo launcher mk XIV [CrtH]

    Deflector: Advanced positron deflector array mk XIV [CtrlX] [DrainX] [EPS] [HullHeal]

    Secondary Deflector: Resonating secondary deflector mk XIV [+Chance] [CtrlX] [DrainX] [HullCap]

    Impulse Engines: Elite fleet efficient combat impulse engines [Full] [Pow] [Spd]x2

    Warp Core: Elite fleet reinforced warp core [AMP] [S->W] [SCap] [SEP] [SST]

    Shields: Elite fleet adaptive resilient shield array [Adapt] [Cap]x2 [Cp/Rg] [Reg]

    Aft Weapons: Omni-directional tetryon beam array mk XIV [Ac/Dm] [Acc] [Arc] [Dmg]x2
    Advanced fleet tetryon beam array mk XIV [Ac/Dm] [CrtH] [Dmg]x3
    Quantum phase torpedo launcher

    Engineering Consoles:
    2 Enhanced neutronium alloy mk XIV [HP]
    Ablative Generator

    Science Consoles: 2 Restorative particle focuser mk XIV [EPG] [ShHP]
    Bio-neural gel pack mk XIV
    Temperal disentanglment suite mk XIV
    Nadeon detonator

    Tactical Consoles: 3 Vulnerability locator mk XIV [tetryon]


    Space Skills

    Lieutenant: ALL hull restoration and capacity, ALL shield restoration and capacity, ALL energy and projectile weapon training

    Lt Commander: Control and improved control, ALL drain and 2 targeting expertise

    Commander: ALL Hull

    Captain: ALL offensive and defensive power, and ALL exotic particle generator

    Admiral: ALL warp core potential, ALL scientific readiness and ALL shield mastery

    Engineering: Battery, hull and shields
    Science: Warp speed, shields, control resistance and drain resistance
    Tactical: Threat control


    Specialisations: Pilot (primary) and Intelligence (secondary)


    Traits

    Space: Beam training, projectile training, accurate, elusive, shield technician, nanite repair matrix, astrophysicist, conservation of energy and photonic capacitor

    Starship: Predictive algorithms, pedal to the metal, radiant nanite cloud, ablative field projector and demolitions team

    Space Reputation: Enhanced rendering shots, advanced targeting systems, enhanced shield systems, fortified hull and advanced hull reinforcements

    Active Reputation: Bio-molecular shield generator, refracting tetryon cascade and quantum singularity manipulation
    Post edited by vosoros on
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    e30ernest wrote: »
    Then again, there's a trade-off between more EPG and even bigger damage boosts like CrtD or other weapons boosts.

    Personally I've found my sweet spot to be in the 350 EPG range (flying with 363 at the moment). After that I find myself losing damage because I have to let go of either CrtH/CrtD consoles or other damage boosting consoles to get more EPG.

    This is what i'm getting at really. I can drop several EPG boosting consoles like the Nukara and Chronometric Capacitor and have spire tac consoles in those slots instead, boosting my torp damage and also my crits.
    So it's really a choice between the two I guess, massive EPG helps my damage with things like GW & DRB but those aren't firing off all the time. A boost to crits would be felt much more often.
    SulMatuul.png
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    greywalker#7639 greywalker Member Posts: 28 Arc User
    So I have been reading up on new ships and abilities coming in July. The Eternal class T6 science ship looks like it might be fun. Can't wait to try out a science character; my hope is to be able to be highly defensive, (I have been so spoiled by engineers and cruisers! It seems like damage over time abilities/weapons might be a way to go.

    What have you gotten from all the speculation and limited info release so far?
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    coruunascoruunas Member Posts: 127 Arc User
    Dusted off the vesta. http://skillplanner.stoacademy.com/0c8021ca0075f85a6303e1d365209d12

    Primarily a drain, but has a nasty sting.
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    coruunascoruunas Member Posts: 127 Arc User
    Seeing @darkknightucf plasma video reminded me of an abandoned build I had started a long time ago. When I originally came up with it, I didn't have overwhelming force so it made timing and positioning a little too finicky for my taste.

    http://skillplanner.stoacademy.com/060d8a1bbc050d535842349c74a80b19

    The keys are a powerful grav well, overwhelming force and a ton of "high yield" torps. The object is to use the grav well to pull enemy ships in and then blast em apart/disable with the torps. Selected Romulan Hyper and plasmatic to get a near endless string of green pearls. I have HY's slotted mainly just to add a bit of zippy to em. I doubt its anything special in the DPS department, but watching ships getting yanked around like they're attached to a cosmic yo-yo, priceless.
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    darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    coruunas wrote: »
    Seeing @darkknightucf plasma video reminded me of an abandoned build I had started a long time ago. When I originally came up with it, I didn't have overwhelming force so it made timing and positioning a little too finicky for my taste.

    http://skillplanner.stoacademy.com/060d8a1bbc050d535842349c74a80b19

    The keys are a powerful grav well, overwhelming force and a ton of "high yield" torps. The object is to use the grav well to pull enemy ships in and then blast em apart/disable with the torps. Selected Romulan Hyper and plasmatic to get a near endless string of green pearls. I have HY's slotted mainly just to add a bit of zippy to em. I doubt its anything special in the DPS department, but watching ships getting yanked around like they're attached to a cosmic yo-yo, priceless.

    To add to this, get the Photonic Officer DOffs that have a chance to proc additional Photonic Shockwaves. HI-LARIOUS!
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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    coruunascoruunas Member Posts: 127 Arc User
    edited June 2016
    coruunas wrote: »
    Seeing @darkknightucf plasma video reminded me of an abandoned build I had started a long time ago. When I originally came up with it, I didn't have overwhelming force so it made timing and positioning a little too finicky for my taste.

    http://skillplanner.stoacademy.com/060d8a1bbc050d535842349c74a80b19

    The keys are a powerful grav well, overwhelming force and a ton of "high yield" torps. The object is to use the grav well to pull enemy ships in and then blast em apart/disable with the torps. Selected Romulan Hyper and plasmatic to get a near endless string of green pearls. I have HY's slotted mainly just to add a bit of zippy to em. I doubt its anything special in the DPS department, but watching ships getting yanked around like they're attached to a cosmic yo-yo, priceless.

    To add to this, get the Photonic Officer DOffs that have a chance to proc additional Photonic Shockwaves. HI-LARIOUS!

    I did, green rings in every direction.

    Well I did take it for a spin in CCA, got around 42K. Factor in lack of fleet gear and a lot of Mk XII-XIV VR/UR gear
    Post edited by coruunas on
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    lordsteve1lordsteve1 Member Posts: 3,492 Arc User
    So i cracked and went a splurged on a Tadaari Raider, the intention being to run it as a sci/torp raider.

    Holy jebus does this thing kill stuff to death....

    I stacked everything in torp damage (generic spire tac consoles) and EPG (nearly every other console boosts this in some way. Then cloak and get behind the enemy. Now the fun starts.

    APA + Quantum Singularity Manipulation + Probability Manipulation + EptA + Exotic Particle Flood battery -> decloak and hit them with GW3, DRB2, Isokinetic Cannon and a TS3 or PEP torps.
    Then hit evasive and fly through the inferno dropping off refracting tetryon clickie = BOOM (I think i might actually drop in a mine of some sort here for added fun)

    Nothing survives that onslaught that I've seen yet.
    SulMatuul.png
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    coruunascoruunas Member Posts: 127 Arc User
    While thinking on the fun of the gravwell/overwhelming force yo yo, I started thinking abou the other side of that trait.

    Now, I haven't tried this, or know if its possible but I thought I throw it out there.

    The 3 piece weapons set from nukara grants refraction when using beam overload. When using overwhelming force will you get two CPB's?

    Regardless of the above, if you have Superweapon ingenuity will you get a second CPB from the traits BO1?

    Will a Deteriorating secondary deflector count the CPB's from Overwhelming force in its radiation damage bonus?

    Not sure If i have a character with all these traits/gear but if I do and have a chance today i'll test it.
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    tom61stotom61sto Member Posts: 3,653 Arc User
    coruunas wrote: »
    While thinking on the fun of the gravwell/overwhelming force yo yo, I started thinking abou the other side of that trait.

    Now, I haven't tried this, or know if its possible but I thought I throw it out there.

    The 3 piece weapons set from nukara grants refraction when using beam overload. When using overwhelming force will you get two CPB's?

    Regardless of the above, if you have Superweapon ingenuity will you get a second CPB from the traits BO1?

    Will a Deteriorating secondary deflector count the CPB's from Overwhelming force in its radiation damage bonus?

    Not sure If i have a character with all these traits/gear but if I do and have a chance today i'll test it.

    BO side of Overwhelming seems to have an internal 5 second lockout after it procs, at least last time I played with it much. If you unload a broadside of FAW-delayed [Over] procs, it'll only do it for the first BO and another one around 5 seconds later.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    coruunas wrote: »
    Will a Deteriorating secondary deflector count the CPB's from Overwhelming force in its radiation damage bonus?

    I was toying with this a few months ago and it didn't seem like [over] proc'ed the secondary deflector. My guess is that secondary deflector procs are limited to BOff activated abilities.
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    coruunascoruunas Member Posts: 127 Arc User
    One thing I can say, at least from the visual standpoint, is that the Nukara weapons refraction does carry the over load to the next ship and adds the CPB to that ship as well. The superweapon trait also seems to carry the CPB with the second shot, saw a lot of CPB's go off in the groups i grav welled. Hopefully not a visual bug, but I didn't record any in game data, just what my eyes saw.
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    quammenquammen Member Posts: 51 Arc User
    CPB via over proc debuffs enemy cloaking devices for 7 seconds, but I see at least multiple CPBs after FAW.
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    greywalker#7639 greywalker Member Posts: 28 Arc User
    Need some advice, I am planning to try a Sci Capt with the new 31st Century ships, the Eternal ship to be exact. My question is after building for a large grave well / Rift, what do you think would be best....360 Beams or Cannons or all Torps or mix? I am thinking that if I go beams, I will have a lower DPS, but more flexibility and consistent damage. If I go all torps up front and beams in back, I will have higher instant dps. Also I am used to playing a Cruiser/Engineer type, so am very spoiled by high shield and hull. I know I can't have everything...or can I?
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    Need some advice, I am planning to try a Sci Capt with the new 31st Century ships, the Eternal ship to be exact. My question is after building for a large grave well / Rift, what do you think would be best....360 Beams or Cannons or all Torps or mix? I am thinking that if I go beams, I will have a lower DPS, but more flexibility and consistent damage. If I go all torps up front and beams in back, I will have higher instant dps. Also I am used to playing a Cruiser/Engineer type, so am very spoiled by high shield and hull. I know I can't have everything...or can I?

    All beams doesnt always = lower Dps.. The Eternal Class is kinda a slow in both the turning department and in speed..Meaning you can use Cannons but it will take some time to line up DHCs (thou I use single cannons on slow ships)..I also figure the Eternal Class is Large ship, having an Inertial rating like that of the Paradox and a turn rate similar to the Krenim SV.

    Going for a super Grav well build you can go High in the Control Expertise Points for the really big Gravewells (and the - repel), High in EPG (this is what generates the damage) or a Mixture of both if you get the Lab Research Sci consoles...Id shoot for 300 EPG and the rest can be made up in Control Expertise points.

    As for the rest..it up to you

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


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    e30erneste30ernest Member Posts: 1,794 Arc User
    edited July 2016
    Ship Class/Tier
    Eternal Temporal Multi-Mission Science Vessel (T6)

    Build Description
    With the AoY ships out, I decided to get myself the Eternal Temporal Multi-Mission Science Vessel. I built this one to make use of some Temporal abilities while maintaining a heavy Science role with Torpedoes as its primary weapon. This build requires quite a bit of micro-managing and the Temporal Stuff needs good timing to get good results out of them.

    Overall I am really pleased with this ship.

    Build Link - https://redd.it/4rojtc
    ISA Test
    https://youtu.be/ZPwQG_bzjFg


    Ship Class/Tier
    Eternal Temporal Multi-Mission Science Vessel (T6)

    Build Description
    This was a for-fun build specifically for CCA that utilizes 0 tactical abilities. Almost all of its damage comes from Temporal and Science-based exotic abilities. The beauty of the Eternal is that you can build this way without wasting a seat (the Lt.Tac can be completely used as a Temporal seat leaving you with an extra Lt.Cdr Sci via the universal seating). Did one far-from perfect run (you'll see in the video below how many exotic abilities I failed to use and how I failed to stack buffs properly) but it still hit pretty good.

    Build Link - https://www.reddit.com/r/stobuilds/comments/4rojtc/exotictemporal_damage_eternal_torpedo_build/d5424gi
    CCA Test
    https://youtu.be/XthufwztyR8
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    imkainimkain Member Posts: 56 Arc User
    edited July 2016
    Good day to my fellow Science Captains.

    I would like to show off my current build of my T6 Fleet Jupiter Class Carrier that I have been working on. It is currently a work in progress as I would like to get the Iconian Resistance 5pc Space Set and then graduate to the Temporal Defense Initiative Starship Technologies set.

    http://skillplanner.stoacademy.com/a86156534d8410a8d6421b23205f4b54

    Let me know what you all think.
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    imkainimkain Member Posts: 56 Arc User
    edited July 2016
    e30ernest wrote: »

    How do you get the information or spreadsheet to make it look pretty like that on Reddit?
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    e30erneste30ernest Member Posts: 1,794 Arc User
    I make a copy of the template at the sidebar, fill it out, then copy and paste everything into Reddit. :)
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    imkainimkain Member Posts: 56 Arc User
    e30ernest wrote: »
    I make a copy of the template at the sidebar, fill it out, then copy and paste everything into Reddit. :)

    I see what you are talking about. Thanks so much. Let me know what you think of my ship build from STO Academy.
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    e30erneste30ernest Member Posts: 1,794 Arc User
    imkain wrote: »
    e30ernest wrote: »
    I make a copy of the template at the sidebar, fill it out, then copy and paste everything into Reddit. :)

    I see what you are talking about. Thanks so much. Let me know what you think of my ship build from STO Academy.

    To be honest, beams aren't my forte. I also don't own a Jupiter nor have I flown one. I'm afraid to give you advice that may turn out to be not the best or outright wrong.

    The best suggestion I could give you is to complete the build template in /r/stobuilds and submit it there with a clear build goal. There are far better experts there (there are a fair number of Jupiter pilots there) that can help you achieve your goal for this ship.
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    e30ernest wrote: »
    Ship Class/Tier
    Eternal Temporal Multi-Mission Science Vessel (T6)


    I was reading the reddit on this build, and am going to use it as a place to start with my Nautilus (some adjustments will have to be made, as my ship's just got a different layout but your build is giving me ideas on where to start and what to do with my ship). So thanks for sharing!
    [SIGPIC][/SIGPIC]
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